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Thursday, June 9, 2011

At Last! An RPG Game That Kids Can Play ! !

Need a Quick NPC? Keep reading!

When your Players are starting to get bored, you need some bad guys & quick! This is how I do it.

For Hit Points (HP) I Roll a 12-sided dice and multiply X 10. This will determine how big the NPC is. Then I roll a 20-sided to see what the Creature Save (CSV) is (the lower the better for the NPC). Now let's say I roll a 10 on the d12 (100 HP) & a 5 on the d20 (5 Creature Save), and the (CSV) is all in one simple number, from the creatures spell attempts to the creature avoiding the Player's traps, Spells, etc.

As far as Armor Class goes for the NPC's, I like to roll a d6 (even a d10 or a d12, in some cases) & either plus or minus it on the highest Player's Armor Class! This should give you enough randomness to make your game run smoother. To make an easier game, don't have anymore enemies than you have Players.

Ogs are early humanoid creatures that stand as tall as seven feet. Males have tusks & females don't. They're vulgar & primitive omnivorous, and they usually don't eat other humanoids, but they will protect their territory. Certain tribes have been know to be carnivorous. They're not known for casting spells, but there have been exceptions.

Goblins are known ambushers! They stand about 4 feet tall, and they're sneaky and almost always get the initiative. Some are able to cast 1st LVL Spells, and they can make & repair crude weapons & armor. They aren't that strong, so that makes them good for beginning Players. I like to roll a d20 for the number in a tribe or family. They can be found anywhere.

Dursh are savage creatures that are about 6 foot tall. When the Fayvin was created on Earth, the Dursh were manifested, and soon after their arrival they became ruthless. Their 'Saliva' is highly poisonous. They're too crazy to work together, so a Dursh is usually always alone.

Nissins are special. They don't get any Stats! They're normally only 6 inches tall. A Nissin can 'Stop Time' and cast Any Spell! They are also incorruptible, thank goodness. They're forest & woodland beings, and they don't get involved much, unless it benefits themselves or nature, and they often work for Fairy Princesses. They can come in & out of the Fayvin at will. Some believe that a Nissin is a 'Highly Evolved' Fairy. Nissins are the DM's little helpers! They can disenchant just about anything. 'Nissin advice' is not always 'Sage advice'.

Ji’kon (Lich) is a High Ranking Durkryr that has Geased themselves for Power & Undead Immortality. They are usually controlling Undead Creatures, & Monsters of all Kinds for their UndeadKingdom.

Usually has 150HP / (3 CSV) / 28 AC / +13TH 2d12 +13 DMG

Cast All Mage Spells 6TPD

Cast Fear: All in 20ft RD receive -2 TH & must (WIS SV) or -2SVB

Cast Pain: All in 20ft RD must (WIS SV) or 2d20 +10.

Cast Break: All in 20 RD -1 ATT do to Pain for 6 RND & must (WIS SV) or a bone in 1 Limb Shatters for 1d6X6 DMG

Turn = Black Opal (Magical ? , Cursed ? well thats up to you DM)

Mogulbee (Wraith) is an Undead Fayvin Kryr covered with a Black Frothing Robe Summoned by a Mage. If the Mage Dies before the Duration of the Summon Spell, the Mogulbee is free to find Victims. The Victim is plagued with nightmares. If they fail their (WIS SV) they die and three days later a Spriggin crawls out of the Grave

Spriggin (Ghoul) is 3ft Tall. They're Slimy & Nasty and some have Horns & some have Wings, and they Hate the Living & Eat the Dead and are Usually found in Graveyards. After the Dead have been eaten on for 3 nights the Dead Awake Turning into Bogelbees.

Hypnotize: Dispells all protections in a 20ft RD & All must (WIS SV) or Held for 6 RND

Turn = Dust

Sheegulles (Ghost) is a Cursed Spirit that has lost Something very Dear to it wile it was living, so the Sheegulles Haunts the Area of Attachment. Wile the Sheegulles is invisible it is Immune to All DMG until it attacks or Cast a Spell & they are able to fly through Walls, Floors & Ceilings at will.

They Usually have 90 HP / (6 CSV) / 24 AC / +9TH 2d8 +9 DMG

Haunted Room: Such as Storm Room, Grow Room, Un-living Room, etc.

Cast Fear: All in 20ft RD receive -2 TH & must (WIS SV) or -2SVB

Possession: CHAR must (WIS SV) or be controlled for 6 RND

Turn = Fine Silver Dust

Vetamaht (Vampire) is Someone either bitten by a Zorenbee or a Vetamaht. Immune to All Magic & Regenerates 10HP per RND During the night, but receives 10 DMG per RND in Sunlight. While invisible the Vetamaht is able to see invisibility & able to pass through Doors & thin walls (1ft) until the Vetamaht attacks or cast a spell & are able to fly & run on walls.Vetamahts Usually have 110 HP / (5 CSV) / 26 AC / +11TH 2d12 +11 DMG / Bite for 1d12

Cast Charm: CHAR must (WIS SV) or be controlled for 5 RND

Cast Break: All in 20 RD -1 ATT do to Pain for 6 RND & must (WIS SV) or bone in 1 Limb Shatters for 1d6X6 DMG

On a Successful Bite: CHAR must (CON SV) or be Diseased -2TH & -2 DMG until Cured if not Cured the Victim will turn into a Vetamaht in 12hr

Turn = Dead Corpse

Shade (Phantom) is Someone Who died wile Geased Still Roaming to finish their mission. Some Knights try to Help the Shade complete their mission & if they do complete it the Shade Gives the Knight a parting Gift of +1 WIS & +1 INT

Solun's Chronicles: Apartment 4D

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About Me

My name's Solun, and I've been 'round this here Solar System for a long, long time. I'm a Solarpard--not a snake, and the reason why I've decided to go public is because I reckon the time has come for the Truth to be known.
I was here when the Sun was just gettin' started more than five and half billion years ago.
One of the reasons for my existence is to act as a living record of everything that's happened from the beginning up until now.
Solun